Fast Jimmy wrote...
Sorry that it didn't grab my attention until now, then.
DA2's characters are interesting in that they work and operate with completely their own motivations and agency - Isabella, Merril and Anders are all pretty good examples of this - but there is some real problems with this, as well.
For instance, the game assumes the player wouldn't want to help Isabella recover the Tome and leave Kirkwall. It assumes we want to stay and defend the city, when it would have been just as valid (if not entirely functional from a game perspective) to want to chase and then run away with Isabella, enjoying the life of of riches such a treasure would be worth.
Those assumptions are exactly the same assumptions that are made in every videogame, how you can't stay and become a Dwarven king and shun the Blight, or run away with Zevran, or whatever. You're not allowed to simply because of what the game is focused on. So the problem there is not any new one.
But, in all of these cases, there is no choice ever presented. There are variable outcomes based on the companions approval levels, but the player never makes any sort of official call in many of these events. Which, while a cool concept that our companions would have actions and lives of their owns, winds up making the actions of Hawke seem totally ancillary to those of his companions. Isabella has much more to do with the plot of Act 2 than Hawke does. And Anders' actions in Act 3 drive the narrative there more than any choice by the PC.
I understand that they wanted to create a setting where the player had to experience a slow descent into madness by an entire city, but it winds up mkaing the other character's descents more the story than Hawke really being much importance to anything, except the guy/gal who kills everything as a way to mop up.
That's the point. Heroes are unrealistic. That ^ is far more (I won't say it definitively is, but simply far more) realistic than Hawke, our Shepard/Warden-level meathead (i.e. grunt, not a leader of what's going on), being a driving force of the plot.
Edit: Stop that, In Exile! You're saying everything I want to say before I can say it.
Modifié par EntropicAngel, 16 décembre 2013 - 06:14 .





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